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Originally Posted by DakaSha
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Originally Posted by Squirrelloid
I think both players should be randomly assigned a nation. This is a question about your skill at dominions, not your skills with nation X.
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i just cant agree on that.. for to many reasons. If one wants to choose random as their nation maybe but not forced.
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I cover this is more detail below, but you'd rather rank someone who's amazing at one nation but sucks at all the others higher than someone who's good with most or all nations? Because that's what your proposed system will end up doing.
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Lets be honest, the only difference between this and a larger MP game is you know the other person is going to be at war with you immediately. If you can't defend a rush when you know its coming, you'd just be hosed in a larger game if one did come for you.
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uhm this isnt supposed to be training for a larger game... also your just kind of proving my point... you only know a rush is coming if you know the enemy nation (at least a powerful rush). and the BIG difference between this and a large game is that the rush would be fatal as you have nobody to help you out of the problem.. making planned defensive strategys based on the opponent more needed. basically as i said: if you JUST HAPPEN to select a nation/strategy that can rush your opponent without much room for failure because he had no way of knowing what to expect in the least then you di\d not win due to skill. you won due to luck
again in sports.. if you know your opposing team is good in offense then you will train your defense to handle the problem and also look to use the teams lack of defense as an oppurtunity
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I don't think professional sports is the relevant reference. I'd look at two things: Starcraft tournaments and CCG (notably Magic) tournaments.
In Starcraft you have the option of selecting your race (and letting everyone know what you're playing) or randoming (and hiding that information at game start). I don't know what the average decision by professional starcraft players is, but its at least an interesting strategic choice.
In Magic you have no idea what deck anyone is playing until you sit down and start playing. And this is in an environment where some deck archetypes do hose other deck archetypes (at least it used to be - its been 10 years since i competed). You try to gauge the metagame, play an archetype you think will get screwed the least and screw others the most, and try to sideboard against archetypes that truly screw you in games 2 and (hopefully) 3.
Even closer to the situation I advocate, Magic has formats where your deck composition is somewhat random. Ie, sealed and draft. These are honestly the most fun competitive magic formats to play. Not only do you have no idea what decks you'll run into, but you don't even know what your deck will be until you get to the tournament.
If we want to go with a more 'classic' analogy, you don't get to specify 'white' or 'black' in chess. Its determined randomly.
Or we could go with Warhammer, a game many elements of dominions 3 were explicitly modelled on, in which you have no idea what your opponent is going to be playing going in.
Basically, hiding your opponent's 'team' until the game begins and you've made all the pre-game decisions you're going to make is *typical* of most 1v1 competitions. Forcing you to random only makes things more fun, afaict, when playing in a format which allows that to occur.
It also helps truly rank players by their skill, because then the people who are good at every nation rank higher than the person who is awesome with one nation but never even played any other one. If someone won 100% of their games as white in chess and 30% of their games as black, would you think it fair to only rank them by their white games?
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Finally, you're playing against the other *player*, who you do know going in. Players develop styles and preferences for different strategies. By knowing the strengths and weaknesses of the *player* you can make a guess as to how he'll likely try to play the game, even absent any information on which nation he receives. (It may be he's a player who loves a bless strategy but gets handed a bad bless nation, so he does something different because he has to. But your preconditioned expectation is he will use a bless strategy if possible and you should at least plan on potentially having to deal with it.)
I mean, just because you know your opponent in a football game has a great defense and decent running game doesn't mean he won't try mostly passing if you have great running defense but bad passing defense. And you just might be Dallas playing the Packers in Greenbay during a snowstorm - something you couldn't have predicted at all which dramatically favors Greenbay. All you know going in is the strength(s) of the *player(s)*, not the conditions under which the game will happen.
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The advantage to hiding nations is that you might not know your opponent is going to have a good rush nation, but if he's rushing you he also doesn't know what he's going to run into. And a rush sort of presumes he knows where to go - if he rushes away from you not only has he failed to rush you, he's also weakened his position because he had to pay some opportunity costs to have a good rush.
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we arnt playing 1vs1 on 200 province maps :P
any decent size maps for 1vs1 is either going to be small enough to have an idea where the enemy is or the map has preset starting locations
edit: and again that would be a matter of luck...
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I think playing with enough provinces that your starting location isn't obvious is necessary. Otherwise rushes will dominate all gameplay. Similarly, preset starting locations are an *awful* idea.
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btw HOW do you even hide the nations the player start with? its shown on llamaserver...
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I'm sure the code which displays by nation could easily be caused to display by player name, or even just say 'player 1' and 'player 2'. Heck, all you'd have to do is have a quick mod script which you copied the relevant nation/army info into that named the nations 'Player 1' and 'Player 2' and the llamaserver code as its currently implemented would work great. Its not like you need data on any nation except the two being played, although you would have to upload the relevant mod for every game, so there are advantages to convincing someone to rework the llamaserver code for use with this style of game (say as an option in creating new games).